Level Assembly as a Markov Decision Process
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Abstract (arXiv)
Many games feature a progression of levels that doesn't adapt to the player. This can be problematic because some players may get stuck if the progression is too difficult, while others may find it boring if the progression is too slow to get to more challenging levels. This can be addressed by building levels based on the player's performance and preferences. In this work, we formulate the problem of generating levels for a player as a Markov Decision Process (MDP) and use adaptive dynamic programming (ADP) to solve the MDP before assembling a level. We tested with two case studies and found that using an ADP outperforms two baselines. Furthermore, we experimented with player proxies and switched them in the middle of play, and we show that a simple modification prior to running ADP results in quick adaptation. By using ADP, which searches the entire MDP, we produce a dynamic progression of levels that adapts to the player.
Key facts. No citing papers in the map yet (data through 7 Oct 2026). Builds on 10 of its 31 references that are in the map. First posted on arXiv 27 Apr 2023.
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10 of 31 references.
References · 10
- 2015Illuminating search spaces by mapping elitescited by 406
- 2014Robots that can adapt like animalscited by 203
- 2019Procedural Content Generation through Quality Diversitycited by 45
- 2016The VGLC: The Video Game Level Corpuscited by 41
- 2021Experience-Driven PCG via Reinforcement Learning: A Super Mario Bros Studycited by 25
- 2020Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-Errorcited by 14
- 2018Generating Levels That Teach Mechanicscited by 9
- 2018Addressing the Fundamental Tension of PCGML with Discriminative Learningcited by 8
- 2019Simple Strategies in Multi-Objective MDPs (Technical Report)cited by 7
- 2022On Linking Level Segmentscited by 1
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